Ignoring or harming PvP in game design is contributing to ganking

Robert Maynard

Volunteer Moderator
But you are on the same playground though, and playing the same underlying game in the end.
Was playing catch compulsory?

.... or did each child in the playground choose to participate?

I suspect it was the latter - in which case it is highly likely that not all residents of the playground were playing chase.
 
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I agree, especially if that is applied retrospectively.
I'd have a fortune in back pay!
Not sure I agree here: the fact that opne mode is more 'alive' is in itself a benefit, it's up to the players to make good use of it, and it's that point of view that has partly created an opposing force that would like to castrate open mode by restricting any PvP content to another dedicate mode or separate systems in the galaxy.
 
PLayers who play always in open should have any benefit, like more mission influence making BGS, more influcence / points gained with powerplay items, more money earned by trading and delivering navigation data.

On the other hand also with all the last months boost in mining and the money it can be earned now, I think rebuy % should change depending on your highest rank (no matter if its in combat, trade or exploration). Something like 1% for complete noobs and about 20-30 % for Elite. This way the excitement will be greater and mining acivity would be indirectly balanced as experienced commanders would pay more for the rebuys.


Regards
I don't think it should be as simple as that, especially since some activities are completely mode-ambiguous.

Like, for BGS purposes, navigation data is irrelevant which mode you gather it in. Even if you explore in open and forgo being able to take high-res screenshots, your odds of encountering another player in some random system out in the black are negligible. The odds of that player being hostile and not just another explorer doing their thing are even smaller, and the odds of them actually being your BGS opponents that won't want you selling that data weeks down the line are practically infinitesimal.
Likewise, long range sightseeing missions. I'd go so far as to say that any of the mission types that have a default timer of over 24 hours or send you more than 20ly away should be exempted from any "fighting against ghosts" concerns since all the work is going to be done where you couldn't feasably stop them from doing so anyway regardless of whether they're in open or private.

Honestly the only time I'd even consider mode to be relevant to the BGS for a particular system is the combat-related transactions since someone doing those has to actually hang around in the system of interest for more than the time it takes to make a supecruise dash from the star to the station, and even then I wouldn't give buffs to people merely for flying in open, because "open" doesn't mean much outside the core systems or where you're not being opposed.

Like... the last week or so? I'm in open. The only ships that showed up on the traffic reports in the system I've been working on were my own. One station I went to for a delivery didn't have a traffic report. Whether I'd been there in open, solo, mobius, what time zone I was in, whether I have a blocklist, whether anyone else has me on their blocklist, all those things are completely irrelevant as I wouldn't have met any opposition anyway - why should I get a buff to my transactions? Imagine it, I could find some low-traffic systems and do a drive-by murderspree in each one and get a bigger swing than I'd have managed to get in an equally empty solo mode - that doesn't sound balanced to me.

If I was to suggest any kind of weighting at all in favour of open or penalising solo/private, I'd limit it only to combat actions, and even then I'd scale the weighting to the number of actions carried out in each mode - for instance, if every transaction in a given system for a day takes place in solo/private, then it doesn't matter what mode they were in, they count in full. If, on the other hand, transactions took place in both open and solo/private, then I can see an argument for scaling them according to the ratio between the two. (ie. if there are 99 actions in private and 1 in open, then barely any scaling is applied - if it's closer to 50/50 then open would be favoured)
 
Where is the fun for the person who is being chased playing catch? Because thats what this is, a game of catch. One person runs after you and 'gets' you, while the others run off.

edit: the confusion is probably due to what it was called in my school- its also known as chase / catch / British Bulldogs etc.
Griefing isn't anything like playing catch. Griefing is the guy we excluded from the game coming back insisting to play with us when noone wants to play with them anymore.
 
There is a problem, well more than one, with offering bonus's for simply playing in open. That would give an extra reward for accepting a greater risk of the possibly of being destroyed. I say reward a player for completing a PvP encounter, not just for being randomly available.

The 'danger' of playing in open is completely under the control of each Commander.

That said, open has no more claim to the game's features than Solo or PG. Everyone who plays E|D paid for access, everyone deserves the same rewards.
 
There is a problem, well more than one, with offering bonus's for simply playing in open. That would give an extra reward for accepting a greater risk of the possibly of being destroyed. I say reward a player for completing a PvP encounter, not just for being randomly available.

The 'danger' of playing in open is completely under the control of each Commander.

That said, open has no more claim to the game's features than Solo or PG. Everyone who plays E|D paid for access, everyone deserves the same rewards.
Yeah, the only time you could even consider it remotely relevant is when it's activities that are directly opposed by their very nature. The vast majority of systems are just as safe/empty in open as they are in solo, there's no inherent extra risk to flying in them.
 
There is a problem, well more than one, with offering bonus's for simply playing in open. That would give an extra reward for accepting a greater risk of the possibly of being destroyed. I say reward a player for completing a PvP encounter, not just for being randomly available.

The 'danger' of playing in open is completely under the control of each Commander.

That said, open has no more claim to the game's features than Solo or PG. Everyone who plays E|D paid for access, everyone deserves the same rewards.
Yes, I agree. In fact I'm not even convinced that PP in open should have rewards.
I think time would be better spent on general balancing and improvements to the C&P system so that PvP has more meaningful expression in terms of roleplay.
 

Robert Maynard

Volunteer Moderator
I think you can apply that to piracy too. In the end it's in the eye of the beholder what they consider griefing. Having someone trying to leech from you all the time I would consider at least "annoying".
The question is "is it fun for both parties" - if it's not then that's where the issue arises. Fun sponges (who hog all the fun for themselves) aren't much fun to play with.
 
Because the NPC is not an actual human. The NPC is there for your amusement, actual humans are not, they are there for their amusement.

You can only negatively affect their enjoyment, you provide no positive value to them at all, so they can exclude you if they want.

In a PvP piracy situation, the best outcome for the player being pirated is that the encounter doesn't happen. There's no positive outcome for them where it does. They can't actually get anything from you as a pirate. You think they get "fun", but everyone who is disagreeing with you in the thread is telling you that it is not in fact fun for them.

I disagree with all of this, except that very first sentience, which is both a given and irrelevant.

But it doesn't matter because you can tell it's a Keelback before you get near enough to be suckered in.

But you can't always tell that shieldless Corvette is just a PvP loadout with the shield gen, boosters, and SCBs replaced with cargo racks; that it still has it's 6k hull, and is piloted by someone who knows what they are doing.

Source: https://youtu.be/hckjcsQ1SDM?t=35


Player piracy to me is no problem, it is within setting and lore of the game universe. In fact (unless it is mission cargo) I would probably go along and accept reasonable demands of pirate.

I'm not sure what part of pulling people over for small chance at getting a meager pittance from them, rather than spending half the time and effort getting a handout that is an order of magnitude higher from the local hotspot, makes much sense in the slightest within the context of any setting.

I don't have any problem with players that choose to play pirate CMDRs, but I cannot honestly sa

Catching the ball and throwing it back to the person who had thrown it gently to you and moved closer so you could return it easier.
NOT the person who threw baseball at yo full force then tripped you up and shouted "Thx for the salt noob LULZ"

I played a lot of dodge rock as a kid and am better off for it!
 
That's all about the pirate's fun - still no sign of "fun" for the trader.
The question is "is it fun for both parties" - if it's not then that's where the issue arises. Fun sponges (who hog all the fun for themselves) aren't much fun to play with.

I refer you to this post I made which you have yet to acknowledge which respond to this.
 

Robert Maynard

Volunteer Moderator
I refer you to this post I made which you have yet to acknowledge which respond to this.
The post was not in reply to a post of mine - hence no acknowledgement.

It's also subjective - I'm glad that you enjoy the frisson, which can't be said of all players.
 
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